Khorne daemonkin

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Khorne daemonkin

Post  judchic on Wed Apr 15, 2015 3:33 pm

Can anyone verify if a character can take 2 relics at once? I'm hearing yes online but can't find a reason for yes.

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Re: Khorne daemonkin

Post  System Commander on Wed Apr 15, 2015 3:58 pm

I believe it says you can only take one each type.. just like the chaos book. It doesnt say anywhere you can only take one. Dp with bloodforged armour and Goredrinker works just fine.

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Re: Khorne daemonkin

Post  Paz on Wed Apr 15, 2015 4:20 pm

It says in the book, you can only take one. It states you can only have one relic from the first options, then:

"A model may instead replace.." After the first options of relics. So either u get the armors and such, or the weapons

It's the "instead" that kills the taking two relics, one armor and one weapon.

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Re: Khorne daemonkin

Post  System Commander on Wed Apr 15, 2015 4:30 pm

I see what you're saying.

The wording is a bit bizarre, but I'd have to agree. On my first pass it really looked like you could take one from the first group and one from the second.

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Re: Khorne daemonkin

Post  System Commander on Wed Apr 15, 2015 4:37 pm

We should discuss the Axe of Ruin dilemna.

Chaos Lord takes Axe of Ruin. When you get 7 tithe points, sacrifice him to turn into a daemon prince. He dies, so Bloodthirster pops out. However, DP rules state that all equipment/artefacts/traits go to the new Prince... so he now has an Axe of Ruin.. and when he dies.. another Bloodthirster.

Its not a game breaking rule.. the Bloodthirsters lose d3 wounds every turn, plus the first turn hes summoned hes Swooping. Next turn he could switch modes.. but still cant assault until the tirn after.

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Re: Khorne daemonkin

Post  Spamus Eatus on Wed Apr 15, 2015 4:43 pm

As pretty much every codex only lets a character take a single relic, I would agree that Daemonkin are limited to one per character as well.

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Re: Khorne daemonkin

Post  Roland on Wed Apr 15, 2015 4:58 pm

Dear GW
Hire an editor and get your Shit together.
Sincerely, everyone

J/k kinda

I'm loving the new models and new armies and such......
But we are still dealing with issues of no playtesting and shoddy writing. An editor, a technical writer and even a small group of playtesters would go a long way.

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Re: Khorne daemonkin

Post  judchic on Wed Apr 15, 2015 5:14 pm

But because they arrive via deep strike they can't fight for 2 turns after coming in (arrival, switch to glide mode, assault)
Not really crazy enough to worry about

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Re: Khorne daemonkin

Post  Paz on Wed Apr 15, 2015 5:45 pm

...unless you follow the current warseer and dakka argument that summoning happens before the beginning of the movement phase, so you can DS, and shift down that turn you are summoned, then assault next turn

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Re: Khorne daemonkin

Post  System Commander on Wed Apr 15, 2015 9:07 pm

For the Blood tothe summon.. yeah, there is the summoned at the beginning, can alter in movement phase.

The axe of ruin also works well if you can get killed on your opponents turn.

Id love to see a faq soon on the summon thing. Id like it be how it works above, but im not sure. If you can summon a thirster turn 3.. you get little use out of him but any later and it becomes almost useless. Better of off getting hounds or FNP.


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Re: Khorne daemonkin

Post  Rhaevyn on Tue Apr 28, 2015 6:50 pm

Paz wrote:...unless you follow the current warseer and dakka argument that summoning happens before the beginning of the movement phase, so you can DS, and shift down that turn you are summoned, then assault next turn

where do people fall on this? I cant see myself ever summoning a thirster if its going to do nothing but get shot for two entire turns. especially if it costs 8 blood tithe points, your talking turn three or 4 before you have enough points, and then two more turns before he can do anything. and if you have 8 blood points turn 2, then the game is iether well in hand or a thirster isnt going to help =x

seems like it would be better to specifically model a prince without wings so that he can at least move and have a chance of doing something before the end of the game.

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Re: Khorne daemonkin

Post  System Commander on Tue Apr 28, 2015 7:53 pm

Ya.. for sure .. summoning a prince without wings is the best bet.

Its a tricky scenario. I favour the.. summon at the beginning of the turn, and on that movement phase you can switch to gliding.. but its a little vague... as usual.

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Re: Khorne daemonkin

Post  judchic on Fri May 08, 2015 9:51 pm

huh, lords in termy armor can take melta bombs. thats new.

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Re: Khorne daemonkin

Post  System Commander on Fri May 08, 2015 10:11 pm

Neat.

Ive taken a lord on jugg with sigil and an axe of khorne a couple times now and plop him with some hound The first game he died before doing anything... the secpnd was alot better and killed afew characters in challenges. However.. he just lacks the hitting power the Axe of blind fury gives you. Jugg gives no str. bonus so attacking at str 4 is rough.

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Re: Khorne daemonkin

Post  judchic on Sat May 09, 2015 9:40 am

I wanna try running one with goredrinker and either a power sword or lightning claw. since goredrinker buffs the user any weapon he uses gets the bonus's so even a power sword at str 10 ap3 instant death is pretty terrifying.

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Re: Khorne daemonkin

Post  Paz on Sat May 09, 2015 10:36 am

I tried goredrinker and a lightning claw, its pretty sweet. Only problem is, the relic armor seems to be an auto-include for me, especially since I dont run mine on a juggy.
Axe of khorne and lightning claw+meltabomb seems to cover pretty much anything you might face out there.

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Re: Khorne daemonkin

Post  Rhaevyn on Sun May 10, 2015 6:01 pm

I'm with paz. every time i try to include any of the weapons, i realize that EW and FNP are better and just end up fielding Fisty-Claw + Relic Armor. Even if hes on a juggy, there is enough Str 10 and insta-death stuff out there that i just can't see passing it up.

Axe of khorne also seems overcosted at 30 points.

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Re: Khorne daemonkin

Post  Paz on Sun May 10, 2015 9:38 pm

It did to me too, until my lord decapitated a dreadknight!

Instant death (on 6s granted) is just so good at initiative

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Re: Khorne daemonkin

Post  System Commander on Mon May 11, 2015 12:24 am

Ive been fielding a DP with the armour.. so just want something to put on the jugg lord riding with hounds.

The last game i played the axe helped.. but took three rounds of combat before i got that insta kill.

I really want to try fielding the brazen onslaught formation.. but.. 2 units of bloodcrushers... Sad

I have to say though.. ive been really enjoying the khorne army.


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Re: Khorne daemonkin

Post  Rhaevyn on Tue Dec 01, 2015 11:42 pm

So ITC put this Swooping/Gliding summoned daemon prince/bloodthirster thing to a vote and it looks like they came to the conlusion that RAI they can come in gliding.

Not saying we need to play them this way here, but thats how i lean and not just because its in my interests. just doesnt make any sense to finally get enough points to summon one and then by the time he can charge anything the game is already over.

thoughts?

link here ITC vote linky

ITC wrote:Question 11

   Khorne Daemonkin: Bloodthirster/Daemon Prince summoning, can they choose to swoop or glide when they enter the game from Deep Strike? If they enter the game “flying,” they must wait 2 game turns before they may assault. Allowing them to choose to enter “jumping” means they enter play on the ground, and wait 1 turn to assault.
       Note: they must still swoop when entering the game normally from reserves.

11.KDK

This has been a hot button issue, lately and a classic RAW vs. RAI argument (as are all of the remaining issues). I’m happy to see the community choosing to lend a hand to their KDK friends, and go with the RAI interpretation on this one. Again, this to me shows that folks do not vote in their own self interest. Obviously, 66% of all ITC participants are not KDK players, yet that many were willing to vote for a ruling that benefits them. That’s a good thing, IMO, and it means we as a community care more for doing what we think is fair than what may benefit us, personally. KDK players be stoked! In ITC events you can realistically summon your big boys and have then actually participate in the game!

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Re: Khorne daemonkin

Post  System Commander on Wed Dec 02, 2015 12:59 am

I agree.. but like you said.. simply on the fact that if he doesnt come in gliding.. its pretty much a useless ability.


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Re: Khorne daemonkin

Post  judchic on Wed Dec 02, 2015 12:49 pm

that chart tells me 2/3 gamers just want a fun game

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Re: Khorne daemonkin

Post  Rhaevyn on Mon Dec 07, 2015 1:35 pm

what do you guys think about hellbrute formations with the KDK book?

I'm assuming they can't be used with the entires in the book as they list the CSM faction on the dataslate. just like the forgeworld stuff doesn't list KDK as being able to take stuff.

i'm just thinking that a helcult formation with blood for the blood god would be hella fluffy... and not to shabby playable iether Smile


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Re: Khorne daemonkin

Post  judchic on Tue Dec 08, 2015 12:10 am

Rhaevyn wrote:what do you guys think about hellbrute formations with the KDK book?

I'm assuming they can't be used with the entires in the book as they list the CSM faction on the dataslate. just like the forgeworld stuff doesn't list KDK as being able to take stuff.

i'm just thinking that a helcult formation with blood for the blood god would be hella fluffy... and not to shabby playable iether Smile


would be fluffy but not sure how it would function. and as per forgeworld stuff they said somewhere that if it can be marked khorne daemonkin can take it.

update- apparently someone emailed forgeworld and the response was that.

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Re: Khorne daemonkin

Post  Rhaevyn on Tue Dec 08, 2015 8:34 am

the hellbrute formations arn't even forgeworld, just straight up GW. they could be fielded from KDK using models with the same rules and the same exact names. the only difference is that the KDK ones have blood for the blood god and the csm ones do not.

faction matters i guess. =/

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Re: Khorne daemonkin

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